Instructions With the DK2, make sure to be running in "Direct" mode and run the InterleaveVR_PreDemo02r01_DirectToRift.exe file.

Start program





In non-VR select resolution & quality (1920x0180 & "Ideal")





In VR if you wish to change Input or Quality settings, hold the ALT key after running the game, before it finishes launching.

Check the Input tab, configure inputs if needed: To nudge or move with a controller instead of WASD, configure the axes "Nudge/Control (Axis)" which are at the bottom of the list under Inputs. This should work with gamepads and joysticks.



To aim using a controller, configure the "Alt/Controller Aim" axes.









Click "Play!"





If you do not intend to use a controller for movement, set MOVEMENT to KEYBOARD. Press "K" to toggle.

If you do not intend to use a controller for aim, set AIM to MOUSE. Press "L" to toggle.

Press "I" to make your ship invincible, or to turn damage back on





Press Page Up or Page Down to adjust the mouse/controller aim sensitivity





Choose your difficulty level by staring at the panel or pressing "J" to toggle.

Select the control scheme, starting scene or starting act by using the panels (For first timers the Prelude is recommended. ), use the alpha-number keys (ie: not the numpad) or panels to change levels.





At the title screen just left-click to start







Use the WASD keys or a controller to controlor nudge the ship, depending on the selected control scheme



If you picked the "VR" scheme, look at your targets to aim. Other schemes use the mouse to aim.

Use the mouse wheel to push the ship forward and backward while in movement



At any point during the game if you want to end your run, hold the ESC key for a few seconds.



Once your game is ended (Game over or by holding ESC), right click to restart the demo or press ESC to quit, or in the second scene, you can left-click to restart the level.



System Requirements

Windows XP/7/8 or Mac OSX

Intel Q6600 equivalent or better

2GB RAM, 1GB Video RAM

Radeon 6850 equivalent or better

~200MB Hard Disk Space This game is still in development and the above requirements are estimates. Feel free to experiment even if you do not meet these. The main requirement is the capability of operating at 60 frames per second.



Version 1.1 Changes Added damage toggle key.

Added self-adjusting 3D reticule

Added aim laser

Added player bullet homing

Reticule enables bullet homing when aimed at enemy

Added mouse sensitivity

Improved object & enemy spawning

Enlarged small enemy ships

Reduced enemy firing rate

Fixed powerup & waypoint orb motion

Fixed mouse motion range

Added clouds to scenery

Added simple layered clouds directly in player path

Added mouse sensitivity display panel

Added invincibility prompt on panel

Modified voice tracks

Improved sound effect system

Changed & added sound effects

Fixed a bug where the player ship would attempt to spawn a missing texture upon taking damage

Drastically improved overall performance (+90%)

improved overall performance (+90%) Optimized use of effects for collisions

Improved boss/miniboss script performance

Changed enemy textures slightly

Replaced small-class enemy ship model



Version 1.2 Changes Added Horizontal/Vertical "WASD"/controller input for "nudge control" (precise movements with the ship)

Fixed imperfections in the scene motion controller's gradual speed increase decrease to run the same at different framerates.

Made some controls configurable in the startup app, notably movement can be done with a controller/joystick.

Added separate acts and the ability to skip to them using the TAB key at start-up

In game script completely rewritten. Less "constipated AM radio host", more "digitally distorted informative remote ATC controller". No more clownish pre-boss scene.

Enemy layout reviewed, more enemies

Improved graphics settings to go with newfound performance increase from last build

Added invincibility shell effect

Added effects on boss, powerups and waypoints

25% improvement on rendering speed, despite added effects!

Use headphones for a better experience!



Version 1.2b Updates/Fixes Aiming is no longer relative to ship position.

Circular health bar (health "ring") added behind the ship

Health ring emits red/orange energy when health is critically low

Health ring emits blue/green energy when invincibility is on

When health above 100%, ring develops aqua border in inner edge

Fixed a bug where the player could nudge powerups out of the way

Fixed game-end summary panel alignments

Fixed minor collision matrix issues

Fixed score update routine



Version 1.3 Changes Added new control schemes

VR scheme: Rift moves the ship, controller/keyboard nudges the ship, mouse/controller aims & fires

Classic scheme: Controller/keyboard moves the ship, mouse/controller aims & fires

Mapped controls for use with XBOX 360 controller (Sticks control & aim, R fires, L pushes forward)

Aim sensitivity setting now common for mouse aim & controller stick aim

Control mapping options added in start-up program "Input" tab

Enemy motion & formations improved

Fixed rail path controller acceleration/deceleration bug

Rail path controller can now vary speeds as opposed to having just 3 modes



v1.3b Fixes/Improvements Introduced blinking effect on hit for player and enemies

Fixed a major bug with the ability to skip to different parts of the demo

Fixed enrgy orb problem, where the ship could push them away instead of collecting them

Improved player bullet homing

Decreased offset between laser and reticule (the reticule compensates for the forward movement of the ship, but this is less needed with the improved homing)







Download Interleave VR

Preliminary Demo v2.1 for Windows

DirectX 11* (Oculus DK1 & DK2)

Now uses SDK 0.4.1

Download Interleave VR

for STANDARD MONITORS (Non-VR)

Preliminary Demo v2 for Windows **

Download Interleave VR

for STANDARD MONITORS (Non-VR)

Preliminary Demo v2 for MacOSX

* DirectX 11 is on by default. You do not need to use the -force -d3d11 option.

** This version is also compatible with nVidia 3D Vision.



Features

Oculus Rift exclusive game concept

Three different, comfortable-for-VR approaches to third person view control schemes

Rail shoot 'em up type path through two levels, one vast terrain and a subspace tunnel rush

Intuitive mouse or controller aiming & firing

Powerful "Pulverizer" charge-up secondary attack

Fiesty enemy fighters

Miniboss that respawns later in the level if not defeated initially

Defender of subspace miniboss

Scorpion boss with a nasty charge attack

Waypoint patterns, where the player must pass the ship through floating orbs

Health powerups

WDA Items (Weapon or Defense Aids) like shield, quicker secondary attack reload

Driving Soundtrack (Music by Kevin McLeod)

Narration and hints to a developing back story

VR-friendly display panels

Buttery-smooth performance (200-300+fps)

Explosions!

Credits



Game development: Chris Courtois

Music by: Kevin McLeod





Version 2.1 Updates & Changes (Aug 28 2014) Removed aggressive cursor locking (Direct mode resolved cursor issue)

Implemented Unity lib 0.4.1

Compiled on DX11

Fixed bug where default VR player start orientation could cause difficulty menu item to react

Version 2.0b Updates & Changes (Jul 31-Aug 5 2014) Game adapted for DX11 (VR Version)

2D Camera FOV @ 60 + FX (FXAA, Glow, Flare, etc)

2D Elements

Aim/Movement Controller/Mouse/KB select

Double tap dash control added (kb only; disabled for now has detection bug)

Pulverizer bugfix : shot prioritized by distance from reticule panel instead of player

Pulverizer, health & level bugfix : using gradient bars

Pulverizer bugfix : scorpion boss, now aims for canon

Clipper movement box reduced/adjusted

Instruction panels around Clipper

No more control explanation in voice script

NEW "Puffer" enemy (Fires circular pattern) NEW "Zipper" enemy (Flies through real fast, tries to charge.

New enemy capabilities, movement, roation, etc

Enemies are now Shooter, Beamer, Zipper and Puffer.

Enemy indicator signs for better visibility

Enemy health bars for sturdier kinds (Puffers, beamers, bosses)

Weak spot indicator for Scorpion & Red Stinger

Corrected old beamer rotations

Created NEW volcanic level NEW "Blood Burner" miniboss (Giant beam & "puffer" canons) NEW "Red Stinger" boss (Modular, sweeping beams, bullets & "puffer" canon) NEW Bullet Storm WDA (Curved Spreadshot) Difficulty Settings: Easy, Medium (default), Hard, FML

Added mouse hide & lock to prevent window loss with extended monitors

Oculus Rift DK2 support

Mac Support (non-vr for now)

Version 2.0 Important notes for VR & DK2 The VR version MUST run in "Direct" mode to obtain the proper refresh/frame rate. Simply run the InterleaveVR_PreDemo02r01_DirectToRift.exe and the game should launch right on the DK2.

Version 2.0 Other Known issues Controllers like steering wheels can interfere with this game. If intending to aim with the mouse, make sure AIM is set to MOUSE. Press L to toggle.

For the same reason if intending to use only the keyboard, make sure MOVEMENT is set to KEYBOARD. Press K to toggle.

You can for exmaple now lock your aim to the mouse while freeing up movement with a controller or vice versa with the keyboard.

With VR, if you want to change input or quality options, run the InterleaveVR_PreDemo02r01_DirectToRift.exe then immediately hold the ALT key before the game is done launching. The Unity launcher will come up.



Version 1.7b Updates & Changes (Jul 07 2014) | Controls; switch: VR (was Alt VR), Alt VR (was VR)

Controls; new order: Classic as default, VR, Alt VR

LTS (Look-To-Select) controls at start menus

Raised target for VR aim (VR control scheme, HUGE improvement)

Removed v-sync (huge improvement)

Removed spacebar control to go forward

Ship now uses mouse wheel for forward/backward movement

Added enemy post-death animations

Small enemy path coordinator, motion types (stalker, path)

Added small enemy shot-type (gun or beam)

Added new "BEAMER" enemy, fires solid beam

Replaced all bullets, energy effects

Replaced level 1 waypoint scene with ground beam turret section

Rewritten script; 1st scene: instructions in first section, game intro after

Different take on the voice

Redesigned enemy layouts: kill the beamers, fast!

Improved subspace tunnel

Rapid Reload WDA bug, no longer revokes reload when expires

Buttery-smooth performance (200-300+fps)

MORE ASPLOSIONS!



Version 1.5 Updates & Changes (Mar 02 2014) Added new, short and fast subspace tunnel transition type level

Added level has new sountrack & voice

Modified start screen & displays for multiple levels

Added automatic jump to next level when boss is defeated

Added new miniboss (subspace level); 2 sequences, 2 shot types

Increased first miniboss & boss HP

Manual level select with alpha number keys (1, 2)

Changed trail texture on pulverizer shots

Added green reticule for subspace level

Small enemies have a halo in subspace to improve visibility

Fixed bug with enemy motion ranges

Fixed bug with pulverizer meter where it would be out of place if you restarted after dying with the rapid reload powerup

Level-down sound cue only happens when level actually is reduced



Version 1.4 Updates & Changes (Feb 24 2014) Implemented new control scheme with look-to-aim mechanic (VR "Alternate")

Known issue & solution: If you have unwanted controllers plugged in, the game may pick up on them, producing unwanted position or aim change.Don't forget to configure your preferred controls in the "Input" tab of the start-up app. You can press the "K" key to kill all controller input (except mouse, Rift and keyboard). Press again to re-enable. This option saves.

Added weapon level-up system; player bullets get stronger every 2000pts, up to 12 levels

Level-down occurs when hit is taken, goes down by half its current value

Added secondary attack "The Pulverizer" with 9-15s reload time (depending on weapon level)

Added Weapon or Defense Assist type pick-up items: Rapid reload WDA: Reloads seondary attack in 5s (lasts 28s) Energize WDA: Levels up the guns by 6, even above the limit of 12 (lasts 15s) Shield WDA: Makes the player invicinble to the next hit (lasts 20s or until hit)

Added gauges for both weapon level and secondary weapon charge meter

Added sounds & voice cues for level, WDA pick-ups and secondary weapon

Control scheme setting & sensitivity setting now saves

Refined aiming mechanism, less "jerky"; will improve more in future updates

The final single-scene update; transition level to come



